Vasa Limax Interior-"The Third Variable"

A shot of day 1 texture progress with a single dome light lighting the scene. This camera angle and shot was printed out and used as visual inspiration for the entire rest of the project.

A shot of day 1 texture progress with a single dome light lighting the scene. This camera angle and shot was printed out and used as visual inspiration for the entire rest of the project.

A close up of the texture progress on the main dias, with placeholder egg objects still in the scene. We tried to limit the single intense point of color in the scene to the dias and the surrounding areas

A close up of the texture progress on the main dias, with placeholder egg objects still in the scene. We tried to limit the single intense point of color in the scene to the dias and the surrounding areas

The interior, now with completed textures. We wanted to go with a synthetic/organic combination look, taking inspiration from aliens such as the Combine from Half-Life.

The interior, now with completed textures. We wanted to go with a synthetic/organic combination look, taking inspiration from aliens such as the Combine from Half-Life.

A look at the completed layout of the egg computers, along with the base layout of the finalized lighting. We removed the cables spanning the entire interior in this iteration, but ended up adding them back later on.

A look at the completed layout of the egg computers, along with the base layout of the finalized lighting. We removed the cables spanning the entire interior in this iteration, but ended up adding them back later on.

A look at the completed interior, with the addition of a large fog volume obscuring the outer edges of the ship.

A look at the completed interior, with the addition of a large fog volume obscuring the outer edges of the ship.

Ditto.

Ditto.

A fly around of the interior of the ship.

Ditto.

Ditto.

This is an overview of the interior of the "Vasa Limax" ship I worked on for the DAVE School's production "The Third Variable".

I was the lead for all the textures and layout of the overall environment you see here. My other team member was Aidan Jones, who was the modeler and compositing lead on this project. His profile can be found here https://www.artstation.com/aidanjamesjones109

Textures were created using Substance Painter, with animation and layout done in Maya, rendering using Redshift, and compositing was done in Nuke.

Date
March 4, 2021